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A jam submission

SWITCH!View game page

You have no control over switching your weapons!
Submitted by Danial Jumagaliyev (@danqzq) — 19 minutes, 15 seconds before the deadline
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Play action platformer

SWITCH!'s itch.io page

Results

CriteriaRankScore*Raw Score
Fun#13323.0883.088
Presentation#14343.3123.312
Overall#15863.0983.098
Originality#25952.8792.879

Ranked from 215 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
In this game, you have no control over switching your weapons!

Did your team create the art for this game during the 48 hour time slot?

Yes

We created all art during the game jam

Did your team create the audio for this game during the 48 hour time slot?

No

We used pre-existing audio

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Comments

Viewing comments 80 to 61 of 152 · Next page · Previous page · First page · Last page
Submitted(+1)

Awesome game! Needed a few retries before I could finish it, but gave me a good time playing it. The controls feel really nice, even though I barely got to use the slowmo. Pretty graphics and theme, good work!

Submitted(+1)

Pretty nice, but I think that the game is a bit slow-paced and slow-mo mechanic doesn't quite fit. Personally, I would swap slow-mo for something like dash trough the enemies.

Developer

Thank you for a great suggestion Kuodos!

Submitted(+1)

As other commenters have said, the cooldown between guns infringes on the flow of action which is a shame for an action game. The fact that you also have time to prepare for your gun completely breaks the "out of control aspect". Apart from that, gameplay is pretty smooth, with simple controls and clear objective. Id say that the colliders on some of the bullets are kind of small but apart from that it's alright. Also, not much room for the slowdown mechanic, I barely used it. Could be nice to have music to pump the action up, because the sound effects on their own sound a bit empty. The art is fine, and I appreciate that cheeky Sans easter egg at the bottom right hehe.

Submitted(+1)

It's been pointed out already, but I think the cooldown timer is one of my biggest complaints, it really slows down the action. I'd suggest that shooting would instantly change your gun, but the cooldown will force you to change your gun if you don't shoot it, a "use it or lose it" type of deal. I otherwise think the art looks good and the idea is sweet.
I like this video a lot, if you're making lots of shooters, you might find it handy.

Developer

Thanks for the great feedback!

Submitted(+1)

Cool idea, I liked having to constantly change up the strategy based on the weapon. Well done!

Submitted(+1)

I really enjoy where the concept and mechanics were taking me, it was like playing rock paper scissors where I was dealt the hand already and just had to make sure I don't land it on the wrong enemy. I think in terms of things to look towards in the future maybe reducing the cooldown would get me more hooked to the game as a whole! I love the idea of every shot being important but each wave still had me going really slow for a shooter. If you want to keep the cooldown to establish a sense of tension maybe make it so that you can fire immediately after you land a bullet, so that there's even more incentive to land each hit.

All in all, great stuff! Just work on the pacing a bit and that should fix quite a few things right up :)

Submitted (1 edit) (+1)

Oh, that's so cool. Controls are really smooth and the difficulty is just right to keep me playing while not getting too frustrated. Visuals are nice and don't get in your way.

The only small drawbacks I noticed were too bouncy grenades (making them almost useless) and a lack of gameover screen.

Keep it up!

Submitted(+1)

This game makes me go YES!

Submitted (1 edit) (+1)

Hi, I like shooters so I have a lot of feedback to give. 

So, the fun in shooters is shooting a thing or things in order to accomplish a goal, usually damaging and killing enemies. In this game, there was like 5-ish seconds of downtime between shooting to kill the things. This isn't always bad if you have another goal that's fun. But, the only other goal was to avoid extremely slow moving enemies for the sake of maybe hitting them to kill them. This meant I could press a movement key to step slightly out of the way of an enemy and wait a few more seconds. Shoot. Rinse and repeat.

Each wave took me 1-5 minutes of slowly avoiding enemies just to maybe hit them with a shot after 5-ish seconds of waiting for the cooldown to end. The movement and guns were all responsive. They were all fun. It just took way too long to shoot with the long cooldown and I had no reason to move around a bunch because the enemies were so slow. 

I know the theme was "out of control", but I think the cooldown being so long really hurt the experience for me. The gunplay and movement were both fun, I just wish I had the chance and reason to do both more. I think with a little more polish and focus on what makes the game fun, this could be a lot more fun. 

Submitted(+1)

Liked the  game, some music would have improved it, and making the recharging time, a little lower, but out of that, it was a really nice game 

Submitted(+1)

I'm a sucker for a good slowmo mechanic, so this was quite a bit of fun. Unfortunately it often felt like the hitboxes for the enemies / bullets were a little small and passed through when it looked like they hit (maybe I'm just biased because me aim is bad though :p )

I think having the cooldown between shots made each one feel precious so the slowmo felt vital, on the other hand it also felt like it slowed down the pace of the game a lot.

Really nice job!

Submitted(+1)

I enjoyed this quite a bit! However, there are a few improvements I would suggest adding. First, having the gun you can't shoot a certain type of enemies with while those are the only enemies left alive just made the player wait for the next gun without opening up any more possibilities. Second, the waiting time for new guns overall felt far too long - maybe if you hit an enemy with the gun it skips the loading time altogether? Third, the grenade launcher often just felt useless. Other than those things, though, this was pretty polished, presented well, and fun!

Submitted(+1)

Cute game! We had a very similar theme but a completely different idea, take a look ^^

Submitted(+1)

The overall presentation and design are very well done. Great touch with the slo-mo. I got to wave 5 XD

Developer(+1)

Wow! Not many people get to wave 5, so congrats!!! <3

Submitted(+1)

Nice idea but it sometimes feel like I'm waiting too long for correct weapon so it makes the game slow.

Still, I like it.

Submitted(+1)

Awsome Game man. just the eniemies i think can be a bit easier to defeat. but i learned with proper timing the can still be defeated

Submitted(+1)

Very nice game, it was simple but did have enough enemies and weapons to make it interesting. I liked the fact that some weapons don't work on certain enemies although I would rather that learning this was implemented into the game rather than thrown at you at the start when you don't really know what's going on. Saying that, the game was fun and fitted the theme well, great work!

Developer

Thanks for the feedback! You see, people can be different, some people like having no tutorials and some do. Also some people could get mislead and think that its a bug that enemies get healed from certain weapons.

Submitted(+1)

Good looking game, felt a bit clunky and the weapons were kinda hard to use.

Submitted(+1)

Pretty solid work. I like the idea of priority based-shooting. + time slomo.Visuals are also immersive. stw how do you achieve an effect of darkened frame during slomo? It's postprocessing?

Developer (1 edit)

Its achieved by bumping the Vignette's intensity to the point where it would be noticeable.

Viewing comments 80 to 61 of 152 · Next page · Previous page · First page · Last page